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Offline Asid

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #45 on: November 14, 2025, 12:02:26 AM »
Anniversary Update - New Public Beta Version!
Thu, 13 November 2025



Today, we are updating the Beta branch with two major changes: (1) a complete overhaul of how air operations from airbases and carriers currently function, and (2) native support for loading of 3rd party models for modders! These changes are in addition to another round of bugfixes and other improvements described below.

Major Overhaul of Flight Deck Operations

This update of the Beta branch includes a major update for how Flight Decks work in-game. This comes after many community requests for more realistic air ops. Note: because this change is highly impacting to how carriers/airbases work in the game, we have included a difficulty setting in the game's Options to disable or tune it! All new behavior is described here:

  - All aircraft (including helicopters) now have individual loadout preparation times, and cooldown/servicing times after recovery

  - Flight Decks now have limited Ground Crews to prep aircraft, and limited Deck Park space for prepped aircraft to wait for launch

  -   - Ground Crews are crews available to fuel and arm aircraft - once all Ground Crews are assigned, further prep orders must wait until Ground Crews are available

  -   - Deck Park spaces limit the total amount of aircraft that can be waiting to launch at any given time - if Deck Park is full, you must launch off aircraft to free up Deck Park space

  -   - Note: prep/cooldown times are shown as timers on the Flight Deck UI. Ground Crews and Deck Park are shown by gauges that will fill up as space is used.

  - Added a new Rally Point mechanic to allow players to define a rally point and altitude for aircraft launched from the airbase/carrier

  -   - To set Rally Point, right click on the airbase or carrier, then go to Flight Deck > Rally Points.

  -   - Rally Points can be set for aircraft, VTOL aircraft, and helicopters independently

  -   - To set the Rally Point location, click on the rally point unit type and then right click on the map to place it.

  -   - Note: rally point visibility is still WIP and will be added soon.

  - Airbases/Carriers now have limited ordnance stores ("ammunition"), especially of advanced weaponry, such as Phoenix and Harpoon missiles

  - The Mission Editor has been updated to allow mission-makers to configure prepped aircraft and allocate airbase/carrier ammunition stores

  - Added a new Flight Deck Timings setting in Options with 3 modes: Realistic, Casual, Arcade. Arcade mode disables prep/cooldown times.

Native Support for Loading of 3rd Party Models

Loading of 3rd party models (OBJ format) is now supported natively in-game! This greatly simplifies use of mods with custom models, as chain loader tools are no longer required.

Note: Workshop modders who have posted mods with 3rd party models included should test their mods against the Beta branch if possible to confirm their models will load properly.

Mission Editor Improvements

Continuous improvement of the Mission Editor is a high priority for our team. With each update, we are bringing new refinements to it as we work through a backlog of requested features from the community. Most of the changes in this update are to support the Flight Deck overhaul, but several requested features have been added as well:

  - Controls for all new Flight Deck mechanics from within the Mission Editor

  - Ability to pre-plan aircraft preparation, making aircraft available immediately in the mission for player and/or AI

  - Ability to customize Flight Deck ammunition stores

  - New trigger actions for weather changes and reactivation of triggers

  - New waypoints for sonobuoy deployment, including "drop in line" and buoy depth

  - Checkboxes to disable airbase AI, and new trigger action to enable or disable it (allowing mission-makers to delay AI launching aircraft)

  - Removed unused Stores and Damage dropdowns; these will be added back once functional in the future

AI Enhancements

This update includes some smaller changes to AI logic. Please see the next section for a broader update on the status of Sea Power's AI.

  - Refined AI aircraft engagement logic; AI aircraft will now try to engage targets based on priority vs. chasing off after the first identified target

  - Crew proficiency will now impact speed of AI decision-making (experimental!)

Update on AI Progress

Improving Sea Power's AI has been a key focus for the team in the second half of this year. Work is proceeding along two main tracks:

1. AI Framework: a new moddable/scriptable AI framework is in development, allowing mission and campaign creators to script custom AI behavior. This system will let modders design and share their own AI logic for ships, aircraft, and task groups.

2. Core AI Enhancements: Parallel to the framework, the base game's AI continues to evolve. Recent improvements, all of which are now available in the latest Beta branch, include:

  - The AI commander is now able to classify player ship and aircraft formations based on certain formation characteristics, such as a group of radar contacts on a similar heading and speed

  - AI airbases (including aircraft carriers) will launch AEW&C for air surveillance

  - AI airbases will send up CAP flights of fighters and maintain/refresh them

  - AI airbases will launch interceptors if an inbound strike is detected

  - AI airbases will launch attack aircraft with jammer support to attack any player sea or land units detected - airstrike composition will vary based on detected unit characteristics

Changes to the base game AI that are in currently in progress or planned include:

  - AI reconnaissance using available assets to search for the player

  - Expanding AI airstrike capability beyond bomb attacks only

  - Implementing a Morale based system for AI behavior and reactions

  - Improved anti-submarine warfare tactics when hunting player submarines

  - Improving AI use of munitions with proper engagement envelopes for torpedoes and missiles

  - ... and much more!


Full changelist:

Bug Fixes

  - Mission Editor: Some cloud coverage states were not correctly loaded from mission file

  - Mission Editor: The FlightDeck_AutocalculateAmmo flag didn't load inside Mission Editor

  - Loadout availability was not updated if there were no planes of this type ready to fly on the FlightDeck

  - Scenario: Operation Morvarid map labeling updated

  - Chinese flag override

  - Null refs

  - Submarines went to surface on attack waypoint execute

  - CAP planes attack own missiles

  - Resolve potential for undefined Enums to be returned in IniHandler

  - Newport class LST Barnstable County flown flag of Netherlands by default

  - Planes currently on RTB become uncontrollable after loading save

  - Submarine stuck in AI state after being transferred to player by trigger

  - Wrong torpedo on Shershen class

  - Civilian routes not functioning with new FlightDeck AI

  - Wuhan tubes 5 and 6 animation

  - Nuclearstonk's fixes for Shanghai 2B and Type 010 sensors

  - Other scenarios folder naming conventions fix

  - Save/Load: Towed system trail renderer segments positions were saved in Unity coordinates that caused incorrect cable positioning in the 3d world on load from a savegame; changed to Geopositions

  - Faulty terrain at 18.1/118.3 lat/long

  - Fixed black pixel under sun caused by overflow in the cloud shader

  - Typo in EA-6B Prowler speeds in ini that made it instantly spend all fuel on Max speed setting

  - Kilo had a 6-barrel boomstick

  - Bayandor CIWS crew not disappearing when ship is sinking

  - No pilot spawn for F-15 and F-15C

  - Cirrus cloud fog was disabled

  - Mk25 default reload time

  - B-52 phases through ground and Turboprops accelerate wayyyyy too fast

  - Wingman could block formation RTB if sent to act independently

  - Different paths in file checker and actual ini

  - Scenario: PLAN 03 Op Silent Spear enemy SAG waypoints

  - 050 BMG description

  - SA-N-3 ghost AO imprint texture fix

  - Typos in Tutorial 05

  - RandomTurns provide one more waypoint

  - VID order breaks waypoint execution for units

  - At certain cases weapons could not lock at target

  - Missile objects were not removed after dropping submunitions

  - Typo in loading aircraft in ready state in Mission Editor

  - Temp FIX that we will definitely not regret in about two years: Allow up to 4096 unit types


Improvements/Additions

  - Updated translations

  - WIP on AI: Aircraft behaviour improvement. Aircraft will try to engage closest target by priority.

  - E-15 torpedo sensor/noise tweaks

  - Terrain shaders

  - Helicopter now automatically cancels unreachable waypoint if it has more waypoints

  - Submarine emergency surface rework

  - Limit retarget ability for aircraft AI

  - Tweak Flight Deck UI for new prep/cooldown, ground crews, and deck park mechanics

  - Scenario: updated campaign missions 04A/04B, 05A/05B with new airbase ammunition and aircraft ready states to retain original balance

  - Edited Tutorial missions to reflect new Carrier Ready Times; corrected stated carrier launch speed from 30 knots to 20 knots (including localizations)

  - IRIAF F-5E refactored to USAF F-5E

  - Increased damage with depth

  - Subs can deflood to MIN state

  - Soviet subs crush depths

  - Mission Editor: Removed "None" values from enums, replaced with local string arrays to display correct lists in the Change Weather trigger action

  - Mission Editor: Removed Stores and Damage dropdowns until these are implemented later on

  - Mission Editor: new trigger actions for weather changes

  - Mission Editor: Checkbox for Unit to disable Flight Deck AI in missions

  - Mission Editor: Trigger action to activate/deactivate Flight Deck AI

  - Mission Editor: Reactivate Trigger action; Proper disposal of deleted Triggers from lists

  - Mission Editor: Sonobuoy drop waypoints and drop in line capability

  - Mission Editor: Ammunition Stores on the Flight Deck window as new tab

  - Mission Editor: Random unit spawn UI

  - New Condition type "NoIncomingWeapons" (experimental)

  - New loading screens (thanks Cosmo!)

  - Ability to add Supply System ammo to aircraft which will unload to Flight Deck ammunition stores once landed (experimental)

  - Allow variant index to be saved in profile images

  - UNITY_DOTS_DEBUG flag to project to enable safety checks for burst compiled code and allow for better tracability of potential crashes

  - P-3C squadron callsigns

  - Runtime OBJ Mesh Loading - native support for OBJ file loading for modders

  - Added JASDF pylons for F-1/T-2

  - Added F-4EJ reference for AN/APQ-120 radar entry

  - Add prep and cooldown time to Flight Deck, with options for Arcade, Casual and Realistic modes

  - Prep and cooldown values to all aircraft and helicopters

  - Added Loadout times to all aircraft and helicopters

  - EXPERIMENTAL: AI decisionmaking delay based on crew proficiency level

  - Ability to preset FlightDeck preparation task for aircraft

  - Player ships will have 1 ASW helicopter ready to launch on mission start

  - Default status text for submarines

  - Ability to set Rally Point for aircraft, VTOL, and helicopters with waypoint and altitude from FlightDecks

  - UK sensors from nuclearstonk for future RN expansion

  - Jammers are now detectable by ESM, identifying the jammer

  - WIP on airstrike: ability to have different plane types in one airstrike

  - Ability to limit AI aircraft to certain usages only

  - Mission: Arctic Intercept 1985 (NATO)

  - Implement Deck Park spots in Flight Deck

  - Flight Deck magazines basic setup; aircraft now cannot be launched if there is not enough ammunition
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Offline Asid

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #46 on: December 18, 2025, 12:08:02 AM »
December Public Beta Update
Wed, 17 December 2025



Performance Improvements, Aircraft Behavior Enhancements, and More

Hello from the Triassic Games team!

Today we are rolling out a new update to the Public Beta branch, with some meaningful improvements to overall performance. Recent work has focused on optimizing core systems, resulting in noticeably faster load times and improved FPS, especially in large-scale scenarios. We are excited to get these changes into your hands and encourage everyone on the Public Beta to put them through their paces and share feedback.

We have also begun addressing community feedback around aircraft behavior. Several improvements are now live in the Public Beta:

  - Aircraft will no longer jettison external tanks unless they come under attack.

  - Fighters can now perform cranking maneuvers during BVR engagements while continuing to guide missiles.

  - Aircraft that run out of fuel without an airfield nearby will now ditch. An option for unlimited aircraft fuel will be added to the Mission Editor prior to final release. This change supports the upcoming Aerial Refueling feature.

Work on aircraft systems is continuing, with the following improvements currently in development:

  - More realistic missile kinematics, enabling authentic defensive and offensive air combat tactics.

  - Drawable map zones for assigning patrol or free engagement areas to aircraft formations.

  - A review and refinement of the aircraft control UI to improve clarity and usability.

  - Full aerial refueling support, including dedicated tankers such as the KC-135 and buddy-store tanker loadouts for compatible attack aircraft. 🤫

As always, thank you for testing the Public Beta and for the continued feedback. It plays a key role in shaping the future of Sea Power!




Full changelist:

Newly added features in this release:

  - Aircraft in BVR combat can now properly crank when launching long-range missiles

  - Aircraft without an airfield nearby will now ditch when fuel tanks are empty

  - Mission Editor: Heading now changes according to the first Waypoint position if present

  - USN Mark 54 depth bomb

  - Added conventional depth bomb loadouts for SH-3H and S-3A

  - Added new wing root pylons and Sidewinder rails for P-3C

  - JMSDF P-3C now use ASM-1 instead of Harpoon for AntiShip loadouts

  - Updated all P-3C and S-3A loadouts with new capabilities

  - New Anti Ship Long Range loadout for A-6E based on historical Surface CAP loadouts

  - New ASW Long Range loadout for SH-2F

  - New Grail mounts for Shershen-E and Mol classes, enabled SA-N-5 on Mol class

  - SAAF Mirage F1 callsigns

  - New 4K51 Rubezh shore-based Styx launcher

Changes from previous release:

  - Preferred arcs now will launch weapon even if it is not possible to fully align mount with target

  - Performance: Drastically improved mission loading times (thanks Bluedot!)

  - Performance: Re-enabled Burst compile in Synthesizers for speedup

  - Performance: Reworked sensor and line of sight logic to improve performance

  - Performance: Improved performance with large formations

  - Scenario: Removed "Crimson Tide" unfinished/broken scenarios from NATO and WP folders; will rework and add back later on

  - Scenario: Updated "Dong Hoi" for new mechanics, fixed name conventions in Volga Exercise

  - Scenario: Moving incomplete/broken "Head of the Snake" scenario to WIP folder

  - Scenario: Pact/"Hunters or Hunted" - changed Il-38 to Ka-25 with buoys only for proper difficulty

  - MiG-23 radar parameters according to data from nuclearstonk

  - Updated translations

  - New loadouts for P-3C, S-3A, SH-2F, SH-3H

  - AntiShipLongRange loadout for A-6E based on historical Surface CAP example

Fixes from previous release:

  - Air units no longer drop their tanks unless trying to evade missiles

  - Flight Deck button is now properly hidden for units without a Flight Deck

  - Towed arrays could sometimes exceed max allowed depth

  - Submarine towed sonars floated over subs if it was close enough to the bottom

  - Towed decoys no longer appear on the map

  - Fixed issue with some aircraft unable to properly turn to waypoints on landing

  - Aerial Depth Charges now properly collide with seabed

  - Nano memory leak

  - Ambiguous keys were used for Circle as a formation type and as a drawing tool

  - Mission Editor: Random spawn works now for the whole formation if specified for a formation leader

  - Mission Editor: Random spawn now works properly for units in a custom formation (Loose)

  - Mission Editor: Tracked ammunition categories for Flight Decks with Custom Air Groups were not saved properly under some loading conditions

  - Mission Editor: Corrected ETA time for waypoints beyond the first waypoint

  - Mission Editor: Fixed issue with loading missions where all aircraft were launched from an airbase

  - Scenario: Victory conditions for NATO/"Arctic Intercept" updated

  - Tutorials: Clarified it is LEFT CTRL+Right Click to skip VID in tutorials

  - Missing face (vertices) on Leahy model

  - Submarine props now rotate backwards correctly at reverse telegraph settings

  - Prop rotation directions for Delta III, Yankee, Victor II, Alvand, Petya II, Petya III, Virginia CGN, California CGN (thx to gmanwr from Steam!)

  - Incorrect system-colliders linking in S-300 battery

  - Su-24 aircraft kill effects fix (engines fire effect meshes were missing)

  - Fixed superstructure on Ticonderoga now flush with hull

  - Fixed new asset loading erroring out in situations where mods have incorrect ammunition types in a magazine
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Offline Asid

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #47 on: December 25, 2025, 12:20:00 AM »
Sea Power Development Update ? December 2025
Wed, 24 December 2025



Year in Review, New Team Members, Update on Major Initiatives, and Public Release Update


Sea Power Development Update - December 2025

Happy Holidays from the Triassic Games team!

As we approach the end of 2025, we wanted to take a moment to look back at what the team has delivered this year, introduce two new members of the development team, and provide a brief update on several major initiatives currently in progress. We are also using this opportunity to roll out a small update to Sea Power, which is described below.

This year has been a significant one for Sea Power, both in terms of feature depth and long-term foundations for the future of the game.




2025: Year in Review

Throughout 2025, development focused on building upon the core mechanics of Sea Power, as well as expanding the overall scope of the game with new factions, missions, and a campaign. Major updates this year included:

  - New playable JMSDF and PLAN factions, each with brand new units and scenarios.

  - Major rework of Flight Deck operations for enhanced realism and more interesting carrier and airbase gameplay.

  - Introduction of save/load functionality, enabling longer and more complex scenarios to be enjoyed in more than one session.

  - Tacview integration, allowing players to analyze engagements in detail outside the game.

  - Release of the first Linear Campaign, providing a structured story-based experience with connected and branching scenarios.

  - New missions, weapons, and units across all factions, expanding historical scope and providing for more variety.

  - Ongoing AI improvements, providing for better replayability and more challenge for players.




Team Update

We are excited to welcome two new team members to Triassic!

Chris (skyblazer) has joined the art team as a 3D modeler, focusing on the creation of new units. He is a long time Sea Power mod maker known for his work on the Royal Australian Navy mod pack. Chris is based in Australia and brings a strong background in 3D design and asset creation to the team.

Nick (bluedot) has joined the team as a software developer and is currently focused on performance optimization and enhancing aircraft behavior and air-to-air combat fidelity. Like Chris, Nick is an experienced mod maker with a professional background in .NET web development.

Welcome Chris and Nick!


Current Development Initiatives

As we move toward 2026, several major initiatives are underway. Below is a brief status update on each:
AI Improvements

Throughout the second half of 2025, the team has introduced a variety of enhancements to the Sea Power AI. The latest on AI has been shared throughout the last few community updates, but here is a recap as we approach the end of the year:

  - The AI commander can now classify player ship and aircraft formations based on shared characteristics such as heading, speed, and grouping.

  - AI airbases and carriers automatically launch AEW&C, maintain CAP, and scramble interceptors in response to inbound strikes.

  - AI aircraft will prioritize attacks on detected targets more appropriately, and defend themselves against CAP effectively.

  - AI submarines employ wake-homing torpedoes more effectively by engaging at closer ranges.

AI capabilities under active development:

  - Active AI reconnaissance using available assets.

  - Expanding airstrike capabilities beyond bomb-only attacks.

  - Enabling the AI to coordinate SEAD and jammers with airstrikes.

  - Morale-based AI behavior and reactions.

  - Improved ASW tactics against player submarines.

  - Better AI weapon employment within appropriate engagement envelopes.

  - Delivery of the AI Framework to the community, allowing scriptable AI for custom missions.


Pictured: experimental AI logic built inside the scriptable AI Framework for transiting Ship A (yellow) past Threats X, Y, and Z (red) to Destination B (green). Weighted threat values (black arrows) for each detected/classified red Threat influence the pathing decisions for Ship A (yellow). Ship A (yellow) is simulated Kidd class DDG, while Threat X (top) is simulated Oslo class FF, Threat Y (top right) is simulated Belknap class CG, and Threat Z (bottom) is simulated Sovremenny class DDG. The sharp turn to the south on classification of Threat Z (Sovremenny) is due to AI understanding of the greater anti-ship threat posed by Sovremenny with its highly capable SS-N-22 missiles.

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